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Special Conversion Thread: Supernatural Familiars
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<blockquote data-quote="Shade" data-source="post: 5018304" data-attributes="member: 287"><p>Here's the next one to work on over the weekend. I'm thinking we should make this one a yugoloth, since the imps and quasits were "adopted" by the other major fiendish races.</p><p></p><p><strong>THE BURZUGDUR</strong></p><p>At one time, all burzugdur were evil humans who died and sank to the lower planes, where they became larvae of the same alignment. The most malign are chosen to form imps, quasits, or nalgs, depending on the flavor of their evil.</p><p></p><p>All burzugdur have the abilities common to supernatural familiars. They also have infravision (6” range) and can detect evil (range 12”) at will. Fire cannot harm them, and the only weapons that can harm them are magical ones or weapons made of special metals (cold iron for quasits, silver for imps; see the Monster Manual for complete descriptions of these types). All burzugdur are venomous to one degree or another. Each has 14 dexterity and 8 charisma.</p><p></p><p>Upon first examination, they may seem to have a less formidable set of powers than other supernatural familiars, but what they lack in quantity, they make up for in quality.</p><p></p><p>Three types of burzugdur can become familiars: the imp, the quasit, and the nalg. The imp and quasit are described in the Monster Manual, but their colorations and some other details are not given. Imps are dull red to black in color, with yellow eyes. Quasits are of a greenish hue that ranges from pallid to nearly black. They have red eyes, and yellow claws and horns. Imps have a diabolic point of view, while quasits are demonic. However, imps from Acheron care more for law than evil, and quasits from Pandemonium prefer chaos to evil if forced to choose.</p><p></p><p><strong>Nalg</strong></p><p>MOVE: 9"//21.</p><p>HIT DICE: 3</p><p>NO. OF ATTACKS: 3</p><p>DAMAGE/ATTACK: 1/1/1-3</p><p>INTELLIGENCE: Low</p><p>ALIGNMENT: Neutral evil</p><p>SIZE: S (2’ tall)</p><p>LEVEL/X.P. VALUE: V/ 325 + 3/hp</p><p></p><p>Nalgs are little horrors from the planes of Gehenna, Hades, and Tarterus. They are minor demons that commonly serve as familiars to evil clerics or magic-users, though they may be found on the material plane for other reasons. Each nalg can take the forms of two of the following creatures: stirge, horsefly, poisonous snake, or weasel. In the form of a horsefly, a nalg flies at 18”, has an AC of 0, and renders a painful but harmless bite.</p><p></p><p>In its natural form, the nalg attacks with claws and teeth. Its bite does 1-3 points of damage, and a victim must save vs. poison each time he is bitten; if a saving throw is failed, the victim will be blinded for 2-12 rounds thereafter. This blindness attack only affects a given target once during an encounter; subsequent bites will do damage, but will not extend or worsen the blindness. However, if a nalg chooses to do so (or is ordered to do so by its master), it can hold onto a victim after a successful bite and drain blood at 1-3 points per round thereafter. The blood drain will last until the nalg is killed, until it drains 12 hit points worth of blood, or unless it detaches itself at some point previous to either of those occurrences. While it is attached, the nalg’s armor class is worsened to 8, with respect to attacks made upon it by anyone other than the victim of the blood drain. During the nalg.s blood-draining attack, the victim must save vs. poison in every round or be blinded for 7-12 rounds thereafter, assuming the victim lives that long. After draining blood, the nalg must rest for a day before it tries to do so again, regardless of how much blood it drained.</p><p></p><p>The nalg can use phantasmal force as the magic-user spell once per day. Of course, it must concentrate on the illusion to maintain it. A nalg is harmed only by magical weapons or those made of nickel or a nickel alloy. Like the imp and quasit, the nalg cares nothing for the master it serves. It performs as a familiar partly out of fear and partly because of its lust for power. A nalg strives to bring woe to others and power to itself. It is little concerned with such abstractions as law and chaos, though some nalgs have a bias in one or the other of those directions.</p><p></p><p>In its usual state, the nalg is a small hairy creature with clawed hands, froglike legs, and two-toed, webbed feet. It has a long, foxlike muzzle filled with razor-sharp teeth. Dirty pink skin surrounds its baleful yellow eyes. Elsewhere, its pink mottled hide is partially covered with sparse, coarse hair of a dull black or dirty white color. Unless it has gorged itself recently, the nalg looks somewhat like a skeleton.</p></blockquote><p></p>
[QUOTE="Shade, post: 5018304, member: 287"] Here's the next one to work on over the weekend. I'm thinking we should make this one a yugoloth, since the imps and quasits were "adopted" by the other major fiendish races. [B]THE BURZUGDUR[/B] At one time, all burzugdur were evil humans who died and sank to the lower planes, where they became larvae of the same alignment. The most malign are chosen to form imps, quasits, or nalgs, depending on the flavor of their evil. All burzugdur have the abilities common to supernatural familiars. They also have infravision (6” range) and can detect evil (range 12”) at will. Fire cannot harm them, and the only weapons that can harm them are magical ones or weapons made of special metals (cold iron for quasits, silver for imps; see the Monster Manual for complete descriptions of these types). All burzugdur are venomous to one degree or another. Each has 14 dexterity and 8 charisma. Upon first examination, they may seem to have a less formidable set of powers than other supernatural familiars, but what they lack in quantity, they make up for in quality. Three types of burzugdur can become familiars: the imp, the quasit, and the nalg. The imp and quasit are described in the Monster Manual, but their colorations and some other details are not given. Imps are dull red to black in color, with yellow eyes. Quasits are of a greenish hue that ranges from pallid to nearly black. They have red eyes, and yellow claws and horns. Imps have a diabolic point of view, while quasits are demonic. However, imps from Acheron care more for law than evil, and quasits from Pandemonium prefer chaos to evil if forced to choose. [B]Nalg[/B] MOVE: 9"//21. HIT DICE: 3 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1/1/1-3 INTELLIGENCE: Low ALIGNMENT: Neutral evil SIZE: S (2’ tall) LEVEL/X.P. VALUE: V/ 325 + 3/hp Nalgs are little horrors from the planes of Gehenna, Hades, and Tarterus. They are minor demons that commonly serve as familiars to evil clerics or magic-users, though they may be found on the material plane for other reasons. Each nalg can take the forms of two of the following creatures: stirge, horsefly, poisonous snake, or weasel. In the form of a horsefly, a nalg flies at 18”, has an AC of 0, and renders a painful but harmless bite. In its natural form, the nalg attacks with claws and teeth. Its bite does 1-3 points of damage, and a victim must save vs. poison each time he is bitten; if a saving throw is failed, the victim will be blinded for 2-12 rounds thereafter. This blindness attack only affects a given target once during an encounter; subsequent bites will do damage, but will not extend or worsen the blindness. However, if a nalg chooses to do so (or is ordered to do so by its master), it can hold onto a victim after a successful bite and drain blood at 1-3 points per round thereafter. The blood drain will last until the nalg is killed, until it drains 12 hit points worth of blood, or unless it detaches itself at some point previous to either of those occurrences. While it is attached, the nalg’s armor class is worsened to 8, with respect to attacks made upon it by anyone other than the victim of the blood drain. During the nalg.s blood-draining attack, the victim must save vs. poison in every round or be blinded for 7-12 rounds thereafter, assuming the victim lives that long. After draining blood, the nalg must rest for a day before it tries to do so again, regardless of how much blood it drained. The nalg can use phantasmal force as the magic-user spell once per day. Of course, it must concentrate on the illusion to maintain it. A nalg is harmed only by magical weapons or those made of nickel or a nickel alloy. Like the imp and quasit, the nalg cares nothing for the master it serves. It performs as a familiar partly out of fear and partly because of its lust for power. A nalg strives to bring woe to others and power to itself. It is little concerned with such abstractions as law and chaos, though some nalgs have a bias in one or the other of those directions. In its usual state, the nalg is a small hairy creature with clawed hands, froglike legs, and two-toed, webbed feet. It has a long, foxlike muzzle filled with razor-sharp teeth. Dirty pink skin surrounds its baleful yellow eyes. Elsewhere, its pink mottled hide is partially covered with sparse, coarse hair of a dull black or dirty white color. Unless it has gorged itself recently, the nalg looks somewhat like a skeleton. [/QUOTE]
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